/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
class UCrowdFollowingComponent : public [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent), public [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface)
TWeakInterfaceP...
AvoidanceInterface
TEnumAsByte<EC...
AvoidanceQuality
float
AvoidanceRangeMultiplier
Multiplier for avoidance samples during detection, doesn't affect actual velocity
uint8:  1
bAffectFallingVelocity
If set, velocity will be updated even if agent is falling
uint8:  1
bCanCheckMovingTooFar
If set, destination overshot can be tested
uint8:  1
bCanUpdatePathPartInTick
If set, path parts can be switched in UpdatePathSegment, based on distance
uint8:  1
bCheckMovementAngle
If set, movement will be finished when velocity is opposite to path direction (runtime flag)
uint8:  1
bEnableAnticipateTurns
uint8:  1
bEnableObstacleAvoidance
uint8:  1
bEnableOptimizeTopology
uint8:  1
bEnableOptimizeVisibility
uint8:  1
bEnablePathOffset
uint8:  1
bEnableSeparation
uint8:  1
bEnableSimulationReplanOnResume
uint8:  1
bEnableSlowdownAtGoal
uint8:  1
bFinalPathPart
If set, agent if moving on final path part, skip further updates (runtime flag)
uint8:  1
bRegisteredWithCrowdSimulation
Set when agent is registered in crowd simulation (either controlled or an obstacle)
uint8:  1
bRotateToVelocity
If set, move focus will match velocity direction
uint8:  1
bSuspendCrowdSimulation
If set, avoidance and steering will be suspended (used for direct move requests)
uint8:  1
bUpdateDirectMoveVelocity
If set, move velocity will be updated in every tick
float
CollisionQueryRange
FVector
CrowdAgentMoveDirection
int32
LastPathPolyIndex
Last visited poly on path
float
PathOptimizationRange
int32
PathStartIndex
Start index of current path part
float
SeparationWeight
ECrowdSimulatio...
SimulationState
friend
UCrowdManager